Items by Most Reviews
Fortress 17 1.1
ODST 276 on Oct 23rd 2010
Astonishingly, this is my first map I've produced...(that was worth putting up here)... Since I've just started, this map would most likely be ,in your opinion, terrible, albeit simple. Please comment and give me tips if you have any.
Notes for version 1.1:
There is now only 6 respawn points. This map cannot hold any more.
985 downloads, 1 review, 1 screenshot, 3.0 rating
AN1Guitarman on Sep 22nd 2011
Feral Map-pack 0.1
Screamernail on Jan 4th 2018
This is a little map-pack I made to show what I'm capable of doing. It's not masterpieces but I'm pretty proud of my work.
It contains 4 maps and a shapes file which replaces the Sewage set. The maps are:
Horrible Horrid Environment And Demise (Negative at first yes)
Just keep yourself wise with the rating. This is a beginner's set.
EDIT: I forgot to add that this requires a certain song to be better. https://www.youtube.com/watch?v=tCYhXCkcbas
Notes for version 0.1:
0.1* Released into Simplici7y
523 downloads, 1 review, 3 screenshots, 1.0 rating
Marathon 1 Redux 0.0.13-alpha
liacrow on Jul 29th 2019
Weekly updates on Github: https://github.com/ravenshining/M1R
A project to give Marathon 1 a facelift, incorporating the new features of Aleph One to flesh out and add realism to the Marathon's architecture. Eventually, to include a branching storyline- possibly even missions on the colony moon.
Featuring Marathon 1 with lua scripting, liquids, ambient sound, new weapons, more scenery, improved sprites, expanded architecture, new terms & terminal art, and the latest HD plugins. Also including Craig Hardgrove's soundtrack, you can visit his page over at themarathonmusic.com !
At this point M1R should contain a complete, playable, almost bug-free recreation of M1, however, I still consider this an alpha as there are many more features and levels to come, and other features present that will be cut.
To contribute to this project, download it and read the "Help Wanted.txt" and/or TODO.txt," or head over to the Pfhorums where the lists and discussion are posted: http://pfhorums.com/viewtopic.php?f=13&t=53510
WINDOWS USERS PLEASE NOTE Marathon 1 Redux's extensive HD and 3D assets may cause 32-bit builds of Aleph One to crash immediately upon starting a game. To resolve this issue, you will have to experiment with turning off plugins or reducing texture replacement resolution to taste.
Notes for version 0.0.13-alpha:
- Starting a new game now brings you directly to Arrival, rather than skipping though unfinished prologues
- Currently unplayable levels are hidden from the level-select dialogue
- Lua scripting is finding its way to several levels to control special events and functions
- 3D models fixed so they no longer cause clipping & bloom problems, and distort less on pulsating textures
- New texture variants, bringing the total number to 386! (including landscapes and animation frames)
- Most levels updated to greater and lesser degrees to take advantage of the new textures
- AI variant terminal textures applied to every terminal - e.g., a Leela terminal says LEELA on it in-world
- Differentiated solid and liquid lava, and to a lesser degree, goo
- New epilogue level (thanks to Pfhorrest for letting me re-use some Eternal geometry)
- A new defensive twist to Pfhoraphobia to balance out its new Lua scripting
- Updates to Arrival, The Rose, Welcome to the Revolution, Try Again, Beware of Low-Flying Defence Drones
- The first Pfhor terminal
- Pfhor fighter sprites optimised for bloom
- Revised Vidmaster's Oath
- Newly spawned players start with plot-appropriate weapons, at the expense of ammo
- Low resolution fallback if you disable the 3072p landscape plugin
- Lots of bugfixes in general, thank you to everyone who reported problems!
- Much saner organisation overall
- Probably more because it's been 9 months since 0.0.12!
Known bugs *A mutant pfhor teleports into space and BoBs clog corridors in the epilogue level, both fixed in weelky release *Flamethrower is wonky
1566 downloads, 1 review, 9 screenshots, 3.0 rating
fiddler_on_a_roof on Mar 16th 2013
This is a modification of Hopper's amazing XBLA HUD for Marathon 2 and Infinity, this time designed for Marathon Phoenix.
Note: Secret skull information is displayed when you take out your fists.
Notes for version 1.0:
Initial release. Includes support for secret skulls and keycards.
1489 downloads, 1 review, 5 screenshots, 5.0 rating
drictelt on Feb 5th 2018
Xmas 1 is the first in a series of collaborative single-player projects. It consists of 5 levels.
Contributors: Goran, RyokoTK, Drictelt, Zero
Notes for version 1.2:
I retrieved this scenario from fileball.whpress.com, unstuffed it, zipped it, and uploaded it here.
658 downloads, 1 review, 0 screenshots, 5.0 rating
Forceful Anthem 1.0.0
nameless on Jul 12th 2008
A Netmap that was built and almost abandoned because of lack of time , about a small - XS map.
1276 downloads, 1 review, 0 screenshots, 3.0 rating
drictelt on Feb 5th 2018
A two-level mini-scenario consisting of maps that were intended to become part of Marathon Syndicate, itself a project building on Marathon Rubicon.
Maps are by myself. Project Syndicate was by Cryos, Drictelt, effigy, Goran, Lhowon and John Doe; the maps rely on some textures and a terminal picture by others in the team.
683 downloads, 1 review, 0 screenshots, 5.0 rating
drictelt on Feb 5th 2018
This map was made for Marathon Shadow, long dead. It was textured in a prototype of a texture set that never saw the daylight; hence, it needs a total repaving (however the lighting may be ok). There are no monsters.
It is, in other words, wholly unfinished. But it is architecturally the best map I ever made. I release it under GPL and creative commons and what not.
Notes for version -1:
It is not finished.
628 downloads, 1 review, 0 screenshots, 5.0 rating
W'rkncacnter on Feb 15th 2018
An alephone plugin that can be used to help you determine if your map has enough differential shading. It will turn all of the floors, ceilings, and walls solid green. If you do not have enough differential shading, it will be difficult or impossible to look around and see the architecture of your map.
If after turning this plugin on, you can navigate your level easily and see all of the architecture, your map has adequate differential shading.
You will likely need to disable other texture plugins and any others that run lua like visual mode when using this plugin.